Tuesday, 20 June 2017

Battle of the Garigliano River 29 December 1503

Following the Battle of Cerignola in April the French fell back on their base at Gaeta. The Spanish, led by Gonsalvo de Corboba, followed up and laid siege but to little avail. When French reinforcements arrived Gonsalvo fell back on the river Garigliano where he took up a defensive position. The winter weather was appallingly wet, "water answered the spade", and life in the forward positions was reminiscent of the trenches of WW1. To keep up morale the French withdrew much of their army into drier billets away from the river; much of their cavalry withdrew as far as Formia.Meanwhile Gonsalvo, taking advantage of the French dispersal, planned a surprise flank attack on them. He cleverly had a special bridge of boats constructed, flat pack style, at the Fortress of Modragone: The prefabricated parts of this bridge could be assembled remarkably quickly. On the night of 28 - 29 December he secretly marched his best troops upstream to Sujo where his bridge was thrown across the river. At dawn, before the French knew what was happening, Gonsalvo's men were across the river in force. So started Gonsalvo's crowning glory, the Battle of Garigliano.....

A picture of the initial deployment. Note that, since setting this up, I have moved the gun in front of Formia to the French position near the palisade. Also, I realise that the trees should have no foliage in December but, I don't have winter trees and the set up looks even odder with no trees at all.

Special Rules and Victory ConditionsFor each settlement that the Spanish can take they will receive extra stamina points. These can be assigned however the Spanish player wishes. Castelforte is worth 3 stamina; Trajetto and San Cosmo is worth 2 stamina points; Sujo and Torre del Garigliano are worth 1 stamina point. If the Spanish take Formia they automatically achieve a major victory.The only special scenario rules in effect concern artillery. Because the torrential rain has made the ground very soggy artillery may only move to change facing and furthermore, there will be no save modifier versus artillery hits at medium and long range (as any shot falling short will bury itself in the ground rather than bounce on).Pike and Shotte amendments:We will use Pike and Shotte rules by Warlord Games to re-fight this battle but with amended unit characterisation. So you can see where we are at with troop abilities and values, I take the opportunity to show you the unit tables we are currently using. I have chosen to increase all move rates and weapon ranges by 33%. My reasoning for this is pretty simple: My table is quite a big one.Those familiar with Pike and Shotte will also notice that I have also chosen to change certain 'ability' definitions - these include Crossbows being defined as having no short range but being able to give closing fire. The definitions for other things are also somewhat different than standard. I make no apology for this. I think my definitions fit better with what I understand about this particular sub-period. They might not work so well for others. I hope it provides food for thought.

Pike and Shotte master list for the
characterisation of units during

The Great Italian Wars

CAVALRY UNITS

Unit

Unit Type

[move]

Melee

Dice #

Shooting

Dice #

Morale

save

Stamina

Special

French
Gendarmes

Heavy
Horse [12”]

10

-

3+

4

Heavy Cavalry:
add D3 melee hits.

Elite: 4+ to
rally disorder.

French
Argulets

Light
Horse

[16”]

4

1

[16”]

5+

3

Cautious:
may use free move to retire.

Crossbow: no
close range

Spanish
Knights

Heavy
Horse [12”]

10

-

3+

4

Heavy Cavalry:
add D3 melee hits.

Elite: 4+ to
rally disorder.

Spanish
Genitors

Light
Horse [12”]

6

1

[8”]

5+

3

Fire & Evade: can give closing fire & evade.

Javelin: no
close range.

Marauders:
Do not count command distance.

Skirmish:
Freely change order; shoot at full effect.

Italian
Casa / Famiglia

Heavy
Horse [12”]

10

-

3+

4

Heavy Cavalry:
add 1 melee hits.

Elite: 4+ to
rally disorder.

Imperial

Men-at-arms

Heavy
Horse [12”]

10

-

3+

4

Heavy Cavalry:
add 1 melee hits.

Elite: 4+ to
rally disorder.

Wedge:
re-roll one melee miss [large unit only].

Elmeti
Condottiere

Heavy
Horse [12”]

10

-

4+

4

Heavy Cavalry:
add 1 melee hits.

Brittle:
quit if rally failed when shaken.

Elmeti
Lance Spezzate

Heavy
Horse [12”]

10

-

4+

4

Heavy Cavalry:
add 1 melee hits.

Mounted
Crossbows

Light
Horse

[16”]

4

1

[16”]

5+

3

Cautious:
may use free move to retire.

Crossbow: no
close range.

Mounted
Arquebus

Light
Horse

[16”]

4

1

[16”]

5+

3

Cautious:
may use free move to retire.

Stradiots

Light
Horse

[16”]

6

1

[8”]

5+

3

Fire & Evade: can give closing fire & evade.

Brittle:
quit if rally failed when shaken.

Javelin: no
close range.

Marauders: Do
not count command distance.

Skirmish:
Freely change order; shoot at full effect.

INFANTRY UNITS

Unit

Unit Type

[move]

Melee

Dice #

Shooting

Dice #

Morale

save

Stamina

Special

French
Pike

Pike
Block

[8”]

5

-

6+

5

Hedgehog: no
flanks / rear; shelter shot; static only.

Brittle:
quit if rally failed when shaken.

French
Crossbows

Battle
Line

[8”]

3

2

[16”]

6+

3

Crossbow: no
close range.

Brittle:
quit if rally failed when shaken.

Spanish
Colunela

Battle
Line

[8”]

5

3

[16”]

5+

5

Pike company:
cavalry count as pike armed.

Elite: 5+ to
rally disorder.

Colunela:
add 1 melee hit Vs pike.

Volley Fire:
Add 1 dice to closing fire shooting value.

Hedgehog: no
flanks / rear; shelter shot; static only.

Spanish
Pike

Pike
Block

[8”]

7

-

5+

5

Hedgehog: no
flanks / rear; shelter shot; static only.

Spanish
Arquebus

Battle
Line

[8”]

3

3

[16”]

5+

3

Hedgehog: no
flanks / rear; shelter shot; static only.

Volley Fire:
Add 1 dice to closing fire shooting value.

Hedgehog:
shelter with associated pike; static only.

Spanish
sword & buck’

Battle
Line

[8”]

5

-

5+

3

Sword & buckler: +D3 melee hits Vs pike, +1 Vs other.

Close fighters: re-roll melee misses in town fighting.

Swiss
Pike

Pike
Block

[8”]

7

-

4+

5

Hedgehog: no
flanks / rear; shelter shot; static only.

Elite: 4+ to
rally disorder.

Ferocious:
re-roll misses when charging.

Bad War:
melee break test +1 Vs Land’s / Swiss.

Swiss
Halberdiers

Battle
Line

[8”]

6

-

4+

3

Elite: 4+ to
rally disorder.

2 Handed Weapons: -1 to enemy saves.

Ferocious:
re-roll misses when charging.

Bad War:
melee break test +1 Vs Land’s / Swiss.

Swiss
Arquebus

Battle
Line

[8”]

3

2

[16”]

4+

3

Hedgehog:
shelter with associated pike; static only.

Elite: 4+ to
rally disorder.

Pike and Shotte master list for the
characterisation of units during

The Great Italian Wars

INFANTRY UNITS

Unit

Unit Type

[move]

Melee

Dice #

Shooting

Dice #

Morale

save

Stamina

Special

Landsknecht
Pike

Pike
Block

[8”]

7

-

4+

5

Hedgehog: no
flanks / rear; shelter shot; static only.

Bad War:
melee break test +1 Vs Land’s / Swiss.

Landsknecht
Halberdiers

Battle
Line

[8”]

6

-

4+

3

2 Handed Weapons: -1 to enemy saves.

Bad War:
melee break test +1 Vs Land’s / Swiss.

Landsknecht
Arquebus

Battle
Line

[8”]

3

2

[16”]

4+

3

Hedgehog:
shelter with associated pike; static only.

Italian
Pike

Pike
Block

[8”]

6

-

6+

5

Hedgehog: no
flanks / rear; shelter shot; static only.

Brittle:
quit if rally failed when shaken.

Italian
Arquebus

Battle
Line

[8”]

3

2

[16”]

6+

3

Hedgehog:
shelter with associated pike; static only.

Veteran
Italian Arquebus

Battle
Line

[8”]

3

2

[16”]

5+

3

Hedgehog:
shelter with associated pike; static only.

Skirmish:
Freely Change formation; shoot at full effect.

Italian
Crossbows

Battle
Line

[8”]

3

2

[16”]

6+

3

Crossbow: no
close range.

Hedgehog:
shelter with pike; static only.

Italian
Sword & Buckler / Schiavonni

Battle
Line

[8”]

4

-

6+ / 5+

3

Sword & buckler: +D3 melee hits Vs pike, +1 Vs other.

Close fighters: re-roll melee misses in town fighting.

Schiavonni:
do not count command distance; freely change order; shoot at full effect.

Beautifully presented battle, as usual. I like the amendments you have suggested, although I think you have been very kind to the Spanish gendarmes. My understanding was that they were equal man to man with their French equivalents, but they couldnt match the extra armour and ferocity of the French charge. But thats just a different opinion.

"French narratives such as Bayard's 'Loyal Servitor' repeatedly mention knights of distinction...." (Oman). I figure the +D3 hits accounts for Spanish knights using dirty tactics - especially aiming their lances at the French horses which, unlike the French, the Spanish thought an acceptable 'ruse de guerre'.

Although you might be right about the French being generally a little better armed, I imagine that the Spanish would acquire better armour as the years went by (this list is still quite general and covers the period 1495 - 1530 ish). Also, there were so few Spanish knights that they generally only amount to a single unit; I thought to 'over egg' rather than 'underplay'. If memory serves, Gonsalvo only had 100 lances when he came to Italy.

James, your table and figures look superb! Truly beautiful stuff. I also like your amendments to P&S. I like your game mods as well. We use similar ones for our games as well, including one where Heavy Cavalry only get their D3 bonus on their first charge - reflecting the loss of their lances / blown horses.